[Champion Kit Concepts] Ars Techne Master List

Ars Techne·10/2/2015, 8:27:50 PM·1 votes·534 views

Since I think of many Champ/Kit/Ability ideas, I'm making this as a master list of all my ideas. This will not contain names, but sometimes subtitles. I will post when I update the list and what was added in the update.

Concepts

  • NEW

  • The Heavy Arm

  • An ADC with a large, artillery-ish, cannon for a gun having very high damaging attacks, but must reload after every shot. Maybe with "q" being an munition type switch like Jinx, but being a basic as stated above, a pierce like lucians q(?) but does 20% less and second target takes 50% of that, and incendiary which does 80% damage plus a 10% DOT to all enemies near. Not sure about the others.

  • The Mechanical Experiment

  • "What... am... I...". The Experiment is an advanced mechanical void cyborg, created against his will. Unable to control his body fully it "void swaps" parts to alter his abilities and stats after a number of ability casts and or movement and attacks. This change, between Armor (tank), Axe (melee ad), and Astral (artillery ap), is a chance based on what is built on the Experiment. The chance is judged by the ((armor + MR) + AD + AP) / Relative stat, meaning it is always possible to shift into a form you dont want. You can only make the chance better to get the form(s) you want.

  • The Hextech Bulwark

  • This machine from the Hextech War Devision has a shield that is persistently out that acts as a barrier for movement (maybe attacks too?). The Bulwark will have abilities to move the shield allowing for on demand defense, should it not be on cooldown. The movement of the shield can knock foes short distances as well.

  • The Fear Bringer

  • This idea is most comparable to the Bogart from harry potter. The Fear Bringer is always accompanied by storm clouds that spiral overhead, and while in the shadow of these clouds gains invisibility. The form of the Fear Bringer is related to the in range opponents collective highest stat. Against AD is a Dark Knight and gains bonus Armor. Etc for AP but has the form of an Elemental. Against Tanks gains pen of the armor type and looks as an Assassin against MR and a Beast againts armor.

  • The Lighting Mechanic

  • Having a host of devices that have a resource amount themselves that slowly depletes (10-20 seconds?) and will "die" once fully depleted. When triggered, these devices provide vision but may not do damage if their resource is too depleted (25%)

Basic Abilities

  • QWE: Mortar

  • A dual activation ability, the first to choose between a flare (for sight), impact (50 aoe, moderate damage), or incendiary (large aoe, light damage dot). The second to launch. Minimum range of 1500 and max 2500.

  • QWE: Graple Line

  • A 900 range line that will pull the champion towards the attached point. Can attached to terrain. Enemy minions and champions, and non-epic monsters that are attached to are stunned while the champion is in transit to them. (Just cause esk)

  • QWE: Trip Line

  • A trip line in which is linked to two walls (variable length based on points like anivia walls) which will reveal, and unstealth, and minorly slow

Ultimates

  • R: Mass Gravitation

  • Pulls all opponents at infinite range 250 towards him/her. (global interrupt/team chase)

  • R: Looking Glass

  • A dual activation ability, the first marks a target opponent within his/her sight. The second activation lets the Champion go through the looking glass to appear next to the targeted opponent.

  • R: Shrapnel Blast

  • Launches 90 shards in a 45 degree arc every .5 degrees with infinite range, but will stop and embed into terrain. Each shard deals X+(Xap/ad) damage. (with a passive that collects shards based on armor pen? 1 for 1 resource per armor shredded per hit?)

  • R: Transdemensional Door

  • Places a door on a wall. When clicked on, if there are two or more doors active, allows one champion to travel to another door. Both doors used for a transfer close after use for a long duration.

  • R: Dark Pact

  • For a number of seconds, damage dealt to target ally is shared evenly in percent health lost. Should the ally die, the champion restores 50% of the allies maximum hp for himself. Should the champion die, the ally rather dies and restores the champions hp equal to the allies hp in percentage.

5 Comments

Bharhash10/2/2015, 8:34:35 PM1 votes

[{quoted}](name=Ars Techne,realm=NA,application-id=A8FQeEA8,discussion-id=1EY4Q0Us,comment-id=,timestamp=2015-10-02T20:27:50.759+0000) infinite range

Yeah, that's not gonna happen...

As well, your design is entirely too cluttered. Way too much going on. What is this, three different versions of an ult?

Ars Techne10/10/2015, 4:38:08 PM1 votes

Added Graple Line and Trip Line for basic ability concepts and Transdemensional Door and Dark Pact for Ult concepts

Ars Techne11/5/2015, 1:37:45 AM1 votes

Added: The Mechanical Experiment Concept

Hope to get some feed back on any other these idea. I may think of a lot, but it may need a lot of polish.

Ars Techne1/23/2016, 8:29:02 PM1 votes

Been a while, life stuff.

New - The Heavy Arm - Concept